ATTACHMENT.Base = "att_muzzle" ATTACHMENT.Name = "Compensator" ATTACHMENT.Model = Model("models/viper/mw/attachments/attachment_vm_compensator02.mdl") ATTACHMENT.Icon = Material("viper/mw/attachments/icons/muzzle/icon_attachment_compensator02.vmt") ATTACHMENT.BonemergeToCategory = {"Barrels"} ATTACHMENT.AttachmentBodygroups = { ["tag_tip"] = 1, ["muzzle"] = 1, ["tip"] = 1 } ATTACHMENT.Bodygroups = { ["tag_tip"] = 1, ["muzzle"] = 1, ["tip"] = 1 } local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base) function ATTACHMENT:Stats(weapon) BaseClass.Stats(self, weapon) weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 0.95 weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 0.95 weapon.Cone.Hip = weapon.Cone.Hip * 0.9 weapon.Cone.Ads = weapon.Cone.Ads * 0.9 if weapon.Cone.TacStance then weapon.Cone.TacStance = weapon.Cone.TacStance * 0.9 end weapon.Cone.Increase = weapon.Cone.Increase * 0.75 weapon.ParticleEffects.MuzzleFlash = "mwb_compensator_0" end